Do buffers in an intersection really make things that much faster?
Seems more like a recipe for a deadlock to me.
Why not buffer the trains on the straight rail segments by spacing the signals 1 train length apart instead?
Search found 360 matches
- Sat May 05, 2018 8:31 am
- Forum: General discussion
- Topic: Rail intersection - feedback please
- Replies: 20
- Views: 5865
- Thu May 03, 2018 5:14 pm
- Forum: Ideas and Suggestions
- Topic: Ultra Mega Super Speed / Movespeed Boost
- Replies: 15
- Views: 3920
Re: Ultra Mega Super Speed / Movespeed Boost
Well there's your problem.PyroFire wrote:
Lay some rails.
- Thu May 03, 2018 8:03 am
- Forum: Balancing
- Topic: Speed modules are sometimes more efficient than Efficiencies
- Replies: 31
- Views: 66233
Re: Speed modules are sometimes more efficient than Efficiencies
Well, duh.
That's because the percentages get added, not multiplied.
As soon as you start using beacons, you have officially foregone energy efficiency anyway and it's all about effectivity at that point so this doesn't matter.
That's because the percentages get added, not multiplied.
As soon as you start using beacons, you have officially foregone energy efficiency anyway and it's all about effectivity at that point so this doesn't matter.
- Thu May 03, 2018 7:48 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.40] Train signals no longer working
- Replies: 33
- Views: 16042
Re: [0.16.40] Train signals no longer working
Same issue here.
Placing new rail blueprints down produces working signals but my rail network is too gigantic to just remake so the new patch is unplayable for me unless I start over entirely.
Placing new rail blueprints down produces working signals but my rail network is too gigantic to just remake so the new patch is unplayable for me unless I start over entirely.
- Thu May 03, 2018 6:59 am
- Forum: Ideas and Suggestions
- Topic: Underground Network - Or Insinuated System
- Replies: 6
- Views: 2534
Re: Underground Network - Or Insinuated System
Like what?bbbower wrote:You wouldn't have to change the way bots work. *Still necessary for everything else
- Tue May 01, 2018 9:31 am
- Forum: General discussion
- Topic: Starter base: What to build and what not to build.
- Replies: 31
- Views: 51352
Re: Starter base: What to build and what not to build.
Point is that 'upgrading' your furnaces from Steel to Electric isn't worth it until you're ready to put Efficiency modules in them (or have gotten off of steam and onto solar/nuclear). Well. Duh. If you can make electric furnaces, also making 2 efficiency modules a pop is well within your ability s...
- Tue May 01, 2018 5:47 am
- Forum: General discussion
- Topic: Starter base: What to build and what not to build.
- Replies: 31
- Views: 51352
Re: Starter base: What to build and what not to build.
If someone doesn't like pollution, why would they stick with steam and not use efficiency 1 modules?DerGraue wrote:If you don't like pollution then electric furnaces powered by steam and without efficiency modules are slightly worse then stone and steel furnaces.
- Mon Apr 30, 2018 10:35 am
- Forum: Implemented Suggestions
- Topic: Undo button
- Replies: 8
- Views: 7287
Re: Undo button
I doubt this is feasible. You're not painting something in photoshop here, you're interacting with moving parts in real-time so undoing something involves a ton more than just placing the entity back to where you removed it from, you also have to keep track of and reset every single other entity suc...
- Mon Apr 30, 2018 10:26 am
- Forum: Ideas and Suggestions
- Topic: Robotic balancing, robotic stations
- Replies: 4
- Views: 1603
Re: Robotic balancing, robotic stations
Having roboports on trains is great if you like logistics network constantly being broken up, roboports running on burnables because they can't interact with power poles and robots forever chasing after trains that departed without them.
- Sun Apr 29, 2018 6:52 pm
- Forum: Ideas and Suggestions
- Topic: Quality of Life Blueprint Building
- Replies: 18
- Views: 5584
Re: Quality of Life Blueprint Building
Thinking about it, I'd like even better that ghosts within reach are automatically built with the content of your backpack (with a way to toggle on and off maybe). Just plopping a blueprint, running through it, and auto-building within the characters reach would be such a QoL feature. Kind of OP th...
- Sun Apr 29, 2018 3:20 pm
- Forum: Ideas and Suggestions
- Topic: Make bullets slower the enemies
- Replies: 13
- Views: 3888
Re: Make handgun slower the enemies
Factorio has a very tier oriented system to its combat. In that respect it's okay for the pistol to find itself obsolete in the face of new tech. But I do think the pistol should be an ingredient in the smg. After all a SMG is basically a hot rodded pistol, at least when you do it right. :lol: That...
- Sun Apr 29, 2018 1:55 pm
- Forum: Ideas and Suggestions
- Topic: Split locomotives into three: Steam, diesel and electric
- Replies: 30
- Views: 8998
Re: Split locomotives into three: Steam, diesel and electric
Who cares if your factory can't be nit pickingly micro optimized by using assembler 1's? That kind of balance is stupid anyway. I do. I like actual options, not just the illusion of options. Ideally, all tiers of assemblers, miners and smelters would have their unique use that might open up a diffe...
- Sun Apr 29, 2018 12:49 pm
- Forum: Ideas and Suggestions
- Topic: Split locomotives into three: Steam, diesel and electric
- Replies: 30
- Views: 8998
Re: Split locomotives into three: Steam, diesel and electric
Engine: 1 steel, 1 gear, 1 stone furnace And now stone furnaces are no longer obsolete. Being a dead end recipe is not the same as obsolescence. Obsolescence means you have a blatantly superior option on basically every level and no reason to pick the inferior one. This recipe changes nothing about...
- Sun Apr 29, 2018 9:08 am
- Forum: Ideas and Suggestions
- Topic: Split locomotives into three: Steam, diesel and electric
- Replies: 30
- Views: 8998
Re: Split locomotives into three: Steam, diesel and electric
Another thing, I'm personally not a fan of obsolescence and tiers. Ideally, all your tools should remain useful throughout the entire game and "iron pickaxe" situations should be minimized. It's not really worth it to make an "early game train" whose only function is being abando...
- Sun Apr 29, 2018 8:35 am
- Forum: Ideas and Suggestions
- Topic: Split locomotives into three: Steam, diesel and electric
- Replies: 30
- Views: 8998
Re: Split locomotives into three: Steam, diesel and electric
What do you mean by 'overhead'? Game performance. Iterating through every single piece of rail, also possibly adding a new "electrified rail" entity after they just cleaned up rails and got rid of curved ones. It came up before but got shot down due to something like that. Allow the locom...
- Sun Apr 29, 2018 8:25 am
- Forum: Ideas and Suggestions
- Topic: Split locomotives into three: Steam, diesel and electric
- Replies: 30
- Views: 8998
Re: Split locomotives into three: Steam, diesel and electric
Electrified rails came up before, it's not going to happen because it would create too much overhead. Trains running on liquid came up before. One of those things is out of fuel, mid-junction. What do you do? As for shittifying steam locos and new fuel, vehicles just got different types of accelerat...
- Sun Apr 29, 2018 6:20 am
- Forum: Ideas and Suggestions
- Topic: Fast replace modules with ANY new type
- Replies: 13
- Views: 15458
Re: Fast replace modules with ANY new type
This is still needed. In addition, pasting an assembler blueprint over an existing one should mark that assembler to be filled with the modules of the blueprint. It already does that with assembler recipes which you probably never noticed because copypasting recipes is so easy so it's only fair to e...
- Sun Apr 29, 2018 5:45 am
- Forum: General discussion
- Topic: Starter base: What to build and what not to build.
- Replies: 31
- Views: 51352
Re: Starter base: What to build and what not to build.
From my experience, half-assing it won't do. Going for 1 iron 1 copper belt which you also use to make greens only means you'll have to rip it up and rebuild it sooner rather than later and doing it sooner is slower and more painful. Spaghetti something together and rush to red belt as soon as possi...
- Sat Apr 28, 2018 4:50 am
- Forum: Mods
- Topic: [MOD 0.16] Helicopters
- Replies: 117
- Views: 53673
Re: [MOD 0.16] Helicopters
Still not sure what you mean in the context of this mod. Nothing. After your reply that it wasn't possible I said "figures if it (vehicles with no tank controls) was possible/that easy to do, there would be mods making use of it by now". You did something wrong while rezipping. But you ca...
- Fri Apr 27, 2018 1:15 am
- Forum: Mods
- Topic: [MOD 0.16] Helicopters
- Replies: 117
- Views: 53673
Re: [MOD 0.16] Helicopters
I'll think about it, strafing would be cool but must be done in a way that makes sense and keeps controls simple. Not sure what you mean with that floating platform. I meant a platform that controls just like the player but is faster and has no collision. Be that a helicopter, a hoverboard, a jetpa...